EvilFranky wrote:So how are the sprites drawn at the moment? I assume the original X68000 code is drawing on the hardware sprites? So how have you replaced this? A basic software routine just to show the proof of concept? No Atari Blitter use?

Each X68000 sprite is 16 x 16 pixels in size (so in fact the Pacman and ghosts are composed of four native sprites). Each native sprite itself consists of four 8 x 8 pixels "character" ordered top-left, bottom-left, top-right, bottom-right. Each pixel in a row of these four characters is coded in one long word so that eight nibbles define the color index of each pixel in the referenced sprite palette. And this is what the Atari sprite routine is currently decoding in real time.

CiH wrote:Interesting, very interesting. What has been changed here to make it run on an 060 from when it (Pacmania) didn't before?

Not much. The game core itself runs on almost every system what is able to run M68000 binaries it should also run completely in "Fast RAM". However, the Atari specific code (sprites, graphics display) needs to be more compatible to the other systems but unfortunately I don't have any accelerated Atari to play with.

The advantage is that source code is available and you can make any changes you need to get it working. So even a native Firebee version is possible. Probably the conversion of unsupported opcodes can be made in the disassembler.

wongck wrote:Tried to run Pacmania VGA on my CT63. It just goes blank and ESC does not comes out. Hardware reset.I booted up with no AUTO programs and no ACC.

What resolution must I be on to see the screen?

I cannot try on 030 mode because my hd are on the CTPCI. Once in 030 mode, it does not see any hd.

Well, thanks for trying, but I think that it needs some changes to run properly on accelerators yet. Recently I have improved the sprite routine and monitor detection for the Galaga 88 port from which PacMania will benefit as well.

A short Galaga 88 update:

I have found two nice cheats so that I can go through all the stages to test all stages of the game. This, however, has shown that on later stages the sprite count is really too high for the current sprite optimization for the stock Falcon to keep up.

Maybe there are some additional optimizations that can be applied? You are obviously a talented coder, but might be worth posting your routine so other experienced Falcon coders can look and make suggestions?

have found two nice cheats so that I can go through all the stages to test all stages of the game. This, however, has shown that on later stages the sprite count is really too high for the current sprite optimization for the stock Falcon to keep up.

Hmm, wonder how badly it slows down, and speculating how much difference the following accelerators would make?

1. Nemesis/Phantom overclockers - from 16MHz to 24/25MHZ so 50% faster than the stock machine.2. Centurbo 2 (without Fastram) - from 16MHz to 50MHZ so better than 300% CPU than a stock Falcon and bus to 25MHz.

EvilFranky wrote:Maybe there are some additional optimizations that can be applied? You are obviously a talented coder, but might be worth posting your routine so other experienced Falcon coders can look and make suggestions?

Sure. I would like to know if someone is generally interested in helping to develop (and optimize) routines for the newer and faster Atari systems. Be warned: currently I am using the m68k-atari-mint toolchain assembler and the code itself is a mess. Not only because I have only one source file due to my lazyness.

So who wants to help seriously?

CheersSascha

P.S.: many thanks to Doug for his help and suggestions!

Last edited by Anima on Sun Nov 25, 2012 9:30 pm, edited 1 time in total.

CiH wrote:Hmm, wonder how badly it slows down, and speculating how much difference the following accelerators would make?

1. Nemesis/Phantom overclockers - from 16MHz to 24/25MHZ so 50% faster than the stock machine.2. Centurbo 2 (without Fastram) - from 16MHz to 50MHZ so better than 300% CPU than a stock Falcon and bus to 25MHz.

IMHO both accelerators are sufficient for an original gameplay experience. Just take a look at the current video.

EvilFranky wrote:Major improvement from the previous version! I see some slow down on that later level, but seriously great work!!

Thanks.

Unfortunately there are stages with even more sprites. I will upload another video showing that stage later on.

Also adding the text layer (player score, highscore, etc.) will be though as well. Since there are scrolling stages I consider converting them to sprites. Let's see how this works out.

Please note that these optimizations are beneficial for other X68000 ports as well. So the PacMania port will be almost equally playable when Galaga 88 port is being "complete".

I'll release a first version when the text layer is added.

CheersSascha

P.S.: the sound emulation is a different story but at least playing samples in PacMania is relatively easy (does anyone know a good ADPCM converter routine).

Yeah I don't think many people are under the illusion that the Falcon was a 2D gaming power house, but it's great to see someone pushing it for all its worth. IMHO I think so far it's looked great and I have been pleasantly surprised by how well a standard Falcon has coped...with room for possible further optimization! If Doug Little has been providing advice then you are in good hands

This is a 65k colour screen, throwing loads of sprites around, remaining playable, with arcade quality visuals and the routines haven't been finished yet and the DSP is still there to be exploited for audio. Truly epic Sascha, thanks for doing something different for the Falcon

P.S I have to agree with Dal...please consider Street Fighter 2!!! Even a tech demo would be amazing

IMHO both accelerators are sufficient for an original gameplay experience. Just take a look at the current video.

Galaga 88 attract mode running on a stock Falcon:

Yeah, loads better, just a little slowdown. A miracle on a stock Falcon, for which I take my non-existent hat off to you sir! - I'm not a coder, so unfortunately can't add value to this project, but I sure hope someone can.

I'll release a first version when the text layer is added.

Greatly looking forward to it

Last edited by CiH on Sun Nov 25, 2012 11:15 pm, edited 1 time in total.

EvilFranky wrote:Yeah I don't think many people are under the illusion that the Falcon was a 2D gaming power house, but it's great to see someone pushing it for all its worth.

To be honest: I was surprised how much potential a Falcon has. Especially if you are aware of the unfortunate Falcon system design. It's really astounding to see how good a conversion of an arcade quality game could be and there's still room for optimization. I.e. they are using a sprite caching mechanism on the X68000 because it has a limited sprite graphics buffer so this code could be eliminated on the Atari port for a good measure. Yes, unbelievable but true: the Atari Falcon has indeed an advantage over the X68000.

I am not sure about Street Fighter but I have taken a first look on Final Fight and it looks promising. However, the sprite count in this game is... well... fearsome.